From: Darren Grant Newsgroups: alt.msdos.programmer,comp.os.msdos.djgpp,rec.games.programmer Subject: Re: C or C++ for an RPG? Date: Mon, 07 Jul 1997 12:20:58 -0700 Organization: loners anonymous Lines: 23 Message-ID: <33C1419A.5394@xl.ca> References: <01bc8768$0d698920$bba42499 AT syntaxlogic DOT earthlink DOT net> Reply-To: darn AT xl DOT ca NNTP-Posting-Host: c9.xlent.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk Alex Kain wrote: > > I'm using Allegro and DJGPP to make a CRPG. I started learning C++ a while > ago, and I was looking around in Allegro's code, and Shawn (the maker of > Allegro) managed to bypass the use of objects with the use of structs. It > makes me wonder if I should use C++ at all or just go ahead and use C. Can > anyone explain to me how C++ would be better than C for programming an RPG? > -- > Alex Kain I think that in the case of Allegro, Shawn chose to support the lowest common denominator, which is nice since C++ compilers are bulkier by nature; some users may prefer not to have to install this superset of C. However, all of the popular rpgs, MUDs especially, employ an object-oriented design of some sort, that enables the most miniscule of items in the game to become imbued with truly independent functionality and data. You can devise your own object-oriented system in C, or use the well-established oo facilities of C++; I would choose the latter in order to save myself a lot of extra work. Good luck. =)